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#ifndef __GAME_H
#define __GAME_H
#include <list>
using namespace std;
#include "sfcave.h"
class Terrain;
class Player;
class Game
{
public:
Game( SFCave *p, int w, int h, int diff );
virtual ~Game();
virtual void init( );
virtual void update( int state );
virtual void preDraw( SDL_Surface * );
virtual void draw( SDL_Surface * );
virtual void stateChanged( int from, int to );
void setReplay( bool val ) { replay = val; }
void handleKeys( SDL_KeyboardEvent &key );
string getGameName() { return gameName; }
int getDifficulty() { return difficulty; }
string getGameDifficultyText();
void setDifficulty( int diff );
void setDifficulty( string diff );
long getScore() { return score; }
long getHighScore() { return highScore; }
void increaseScore( long val ) { score += val; }
void clearScore() { score = 0; }
bool gotHighScore() { return (score >= highScore); }
bool isReplayAvailable() { return replayList.size() > 0; }
Terrain *getTerrain() { return terrain; }
Player *getPlayer() { return player; }
void setSeed( int seed );
void loadReplay( string file );
void saveReplay( string file );
static Game *createGame( SFCave *p, int w, int h, string game, string difficulty );
protected:
string gameName;
int thrustChannel;
int difficulty;
SFCave *parent;
Terrain *terrain;
Player *player;
int nrFrames;
bool press;
int sHeight;
int sWidth;
long score;
long highScore;
// Stuff for the replays
int currentSeed;
list<int> replayList;
list<int>::iterator replayIt;
bool replay;
string replayFile;
private:
};
#endif
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